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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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za909
Posted on 06-25-12 01:24 AM Link | Quote | ID: 151463


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I know this is a bit off-topic, but how do I fix the weapon menu glitch in Megaman 3 when the Parallax scrolling is going on that's used in the two Gemini man stages by default? (I've moved the effects to two different stages and it's the same exact thing)

kuja killer
Posted on 06-25-12 02:37 PM Link | Quote | ID: 151465


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a little more details ??

Do you mean the flickering line on the top of the edge of the menu that's always there all the time ? (doesn't matter what level)

Or something totally else ??

za909
Posted on 06-25-12 04:15 PM Link | Quote | ID: 151466


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It's only there if i'm in a parallax scrolling area. Screenshot included from an unmodified ROM:

kuja killer
Posted on 06-26-12 08:43 AM Link | Quote | ID: 151476


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wow that is seriously freaky. Of all these years i been romhacking megaman 3... i've never seen that ever in my life.

I think that's because of the emulator your using that has problems... NOT the game.

Use fceux, or nestopia.. not whatever your using currently.

za909
Posted on 06-26-12 01:11 PM (rev. 3 of 06-26-12 01:22 PM) Link | Quote | ID: 151477


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I've been using VirtuaNES and if it's a glitch because of the emulator it's fine. I'll just recommend people to play this with nestopia because with the default Palette definitions in fceux, my romhack looks terribly disgusting. Which one of these emulators has the closest palette set to a console? Because mostly shades of blue seem to differ between these emulators.

Mr. Confused
Posted on 06-29-12 11:14 PM Link | Quote | ID: 151488

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Does anyone know the behaviors and locations of the Up 'n' Down variants from Rockman 4 Minus Infinity?

Look at the credits in English and it will show the names of the custom enemies (i.e: Perfect Guard Metall, W. S. Kerog, Electric Chibee, Spark 'n' Down, Pukka 'n' Pukan, Dig 'n' Dugn, Anglep 'n' Down, Si 'n' Cosine, Up 'n' Apun, the classic Up 'n' Down, etc.)

Whew, that was a mouthful.

darkmage
Posted on 07-03-12 07:48 PM (rev. 2 of 07-03-12 07:50 PM) Link | Quote | ID: 151517

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HACKING QUESTION for Rockman 2.

I'm making a MM2 improvement using the Rockman 2 ROM. What I've done so far:

*Edited the intro screen to say Megaman2 instead of Rockman2.
*Edited the intro text
*Replaced weapon/item text

I'm new to the board so I don't know the etiquette for screenshots, or I'd put some up.

What I'd like to do to round out this hack is to speed up energy meter fills/refills to be in line with the rest of the series. I've looked for info on this, but the closest I've come is the sound engine info on this board.

Would anyone be able to point me in the right direction?


NARFNra
Posted on 07-05-12 09:05 AM (rev. 2 of 07-07-12 06:06 AM) Link | Quote | ID: 151542


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I apologize to add another unhelpful request to a topic already full of them, but does anyone have information on where the game (Mega Man 3, I mean) stores its weapon ASM(in other words, not the /damage/ data, but the data that handles how each weapon works)? I don't necessarily need particularly in-depth information as I can find the rest by testing around in that region, but I will need help figuring out where that is.

I am basically looking to try to change the weapons up and balance some of them, lowering the Shadow Blade's distance for instance. I figure there has to be some value somewhere that controls just how far the SB goes, so I was hoping someone would have information on that.

za909
Posted on 07-07-12 02:44 AM Link | Quote | ID: 151552


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I'd be pretty interested in these things too, particularly the instructions that point to the speed values because all the weapons seem to share the same speed value as the P cannon.

Zieldak
Posted on 07-07-12 08:50 PM Link | Quote | ID: 151556


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Posted by Insectduel
There's some confusion around people who saw Rockman 4 MI being at Romhacking dot net as a completed game. I even post the announcement at my unofficial Facebook fan page of Neoぼろくず工房 and my own Facebook fan page.

First of all, Rockman 4 MI is NOT a completed hack. I don't know why RHDN approved it and is marked as complete. I heard no announcement from Puresabe and I checked Neoぼろくず工房 every day. It hasn't posed since 1/15/12.

Puresabe is STILL active. He becomes inactive if I haven't heard anything within more than 6 months which is August 2012.

I sent RHDN a submission edit ~20 minutes ago with the correct information about the hack. I gave Improvement as Status for the hack, but I think Incomplete would be better, but unfortunately, I can't change it until my last edit appears. However, I don't know when will RHDN apply it.

Zieldak
Posted on 07-08-12 11:16 PM (rev. 2 of 09-26-12 09:05 PM) Link | Quote | ID: 151559


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-Post Deleted-

NARFNra
Posted on 07-12-12 11:55 AM Link | Quote | ID: 151584


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Hello again! Regarding my questions earlier, kuja killer was gracious enough to provide some files on hacking Mega Man 3. Sadly, there isn't much recorded on the actual weapons data, but I do believe that these files will at least be helpful to anyone who needs them.

http://acmlm.kafuka.org/uploader/get.php?id=4095
http://acmlm.kafuka.org/uploader/get.php?id=3940
http://acmlm.kafuka.org/uploader/get.php?id=3926
http://acmlm.kafuka.org/uploader/get.php?id=3176

Thank you very much.

za909
Posted on 08-18-12 02:31 AM Link | Quote | ID: 152078


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So this time I'm here to give and ask at the same time.
I have a pretty useless .xls table to make hacking MM3-6 music easier based on a document from Matrixz. http://acmlm.kafuka.org/uploader/get.php?id=4283

And now to make a request...if anyone here knows the location for sprite hitboxes in Mega Man 3...please help me out. Noone wants to get hit by nothing.

NARFNra
Posted on 08-18-12 08:56 PM Link | Quote | ID: 152081


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Posted by za909
So this time I'm here to give and ask at the same time.
I have a pretty useless .xls table to make hacking MM3-6 music easier based on a document from Matrixz. http://acmlm.kafuka.org/uploader/get.php?id=4283

And now to make a request...if anyone here knows the location for sprite hitboxes in Mega Man 3...please help me out. Noone wants to get hit by nothing.


Thanks for making the table. Sorry if I came off rude in the thread, but that honestly is a pretty useful document and I wanted to say thanks.

As for sprite hitboxes, I don't have a clue for anything except weapons, which should be in the Misc Data file that kuja killer made. I posted his information pages a few posts up.

kuja killer
Posted on 08-18-12 10:15 PM (rev. 7 of 08-18-12 10:34 PM) Link | Quote | ID: 152082


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Narf and za909
Sorry about taking so long, just been busy.

I'll post here if that's okay, so everyone can see, instead of PM.
To remove the starfield from gemini..
3C634 - Just put an FF there to stop it from gemini

This only removes the stars done with sprites. The rest of them are normal regular background tiles which can be edited when your making your screens on MegaFLE

I do not recommend getting rid of the parallax scroll from geimini, cause it's always cool to have a slow-moving background. So im not going to tell you how to remove that unless you really want to.
--------------------------------------
Now for sprite hitboxes, that's fixed. You can not edit the actual real sprite hit box sizes for anything, there are only 32 possible boxes, but EVERYTHING in the game will use them. Like for example 5 different enemies and bosses may use the 1 same exact hit box.

But you CAN change which box size to use for enemies
$210 to 30F in ROM file - Default box sizes to use for enemies and objects.
It's not editable in megaFLE unfortanetely.

This number is written to the sprites 480-49F area in RAM.
From my RAM notes:

$480-49F: Hit detection.
Bit 7: Damage megaman
Bit 6: Damage Enemey
Bit 5: Repel hits (if bit 5-6 both = 0, then hits go through enemy)
Bit 4-0: Sprite Size

here's some examples:
07: sprite box 07 + no extra settings
87: sprite box 07 + enemy can damage megaman
D5: sprite box 15 + enemy can damage megaman + megaman can shoot
E5: sprite box 05 + enemy can damage megaman + shots go through enemy
2F: sprite box 0F + enemys repel all of megaman's shots + enemy can NOT damage megaman
etc etc
----------------------------------------------------------------
Puresabe (author of rockman 4 MI) made a LUA script for fceux, that will show you the hitboxes that enemies/megaman/everything is using.
This has helped me SO MUCH. It's extremely useful, you guys should check it out too.

http://borokobo.web.fc2.com/neo/rockman3/Rockman3_HitRect.lua
He made one of these for all 6 NES mm's.

NARFNra
Posted on 08-18-12 11:08 PM Link | Quote | ID: 152083


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Wow, that's really useful! Thanks kuja.

za909
Posted on 08-19-12 01:19 AM Link | Quote | ID: 152087


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Wow this is really cool! Thanks!
But what about the sprite order, is it the same as the tables for the tiles making up the sprites? Like the first of those banks starts at $2A010 (which starts with the animations for doc robot) then $34010 (this has megaman's sprites at the beginning) and $36010? (This one has the flame dropping things from Gemini Man's level at the start)

kuja killer
Posted on 08-19-12 01:30 AM Link | Quote | ID: 152088


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Oh yea, those are for constructing sprites 1 by 1, every individual tile + color, and seperate tables for X/Y positions for every tile.

yea, just like you said.
2A010 and 34010 and 36010 are the main 3 tables for the sprite frame data

28010 and 32010 are for the X/Y positions of all the sprite frame's tiles and stuff.

Explaining the whole entire format would really take awhile, and probably be confusing a bit to you. I dont feel like spending an hour trying to explain it in 1 post. Cause it'll be too looooong. Im really bad at explaining stuff cause i tend to keep talking forever just to try explaining stuff.

za909
Posted on 08-19-12 02:40 AM Link | Quote | ID: 152090


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Oh I know how that works and I dug up Matrixz's old editor for that and looked up how to load whatever CHR stuff I want, I mean the order of the hitbox data!
Like which objects' hitbox is $210, $211 , etc. like is the order the same as something else in the game?

kuja killer
Posted on 08-19-12 05:04 AM (rev. 2 of 08-19-12 05:04 AM) Link | Quote | ID: 152094


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Oh sorry, compare it directorly to the enemy order from MegaFLE.

210 is the jumping spark (sprite type 00 when you see in MegaFLE enemy editor window)
211 (type 01) the little flying red head with eyes
212 (type 02) i call "pellet head shooter
and so on.
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Main - ROM Hacking - General Megaman Hacking Thread New thread | New reply

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